Image integration with replaceable content

ABSTRACT

A video game adapter interface apparatus has a user input device and an associated video display. The user selects a distinguishable visual image representation for association into a video game&#39;s audiovisual presentation, such as where that user is identified. For example, color, size graphics or shape can be used to distinguish users. In one embodiment a digitized image of each user&#39;s face is used as the distinguishable representation. Alternatively, the user can create an original image or select one of a predetermined set of visual images as the user&#39;s identification for use in the video game audiovisual presentation. In a preferred video game embodiment, the video game adapter interface system is coupled to a video game system and a storage card containing User Images. The video game adapter interface system then integrates a selected User Image from the Storage Card into the video game&#39;s audiovisual presentation, and can also integrate the User Image into the video game play. For non-User Image video game software and for non-video game and audiovisual presentations, an Intercept Adapter Interface Systems permits the integration of User Images into the audiovisual presentation in place of and/or in addition to predefined character images otherwise present in the audiovisual presentation.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.11/982,223 filed Nov. 1, 2007, now issued as U.S. Pat. No. 7,867,086;which is a continuation of U.S. patent application Ser. No. 10/336,447filed Jan. 3, 2003; which is a continuation of U.S. patent applicationSer. No. 09/415,986 filed Oct. 12, 1999; which is a divisional of U.S.patent application Ser. No. 09/184,600 filed Nov. 2, 1998, now U.S. Pat.No. 6,425,825; which is a continuation of U.S. patent application Ser.No. 08/645,678 filed May 14, 1996, now U.S. Pat. No. 5,830,065.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable.

BACKGROUND OF THE INVENTION

This invention relates to video games, and more particularly to a videogame player character image development system and methodology forsmooth integration of user created video graphics into a predefinedvideo game system, and to an adapter interface system which provides forthe utilization of a user visual image as a preselected charactersegment, such that the user visual image is incorporated into theaudiovisual presentation of the video game to which the adapterinterface system is coupled.

Heretofore, video games have been self contained, and have not providedthe ability for the user to integrate in a user-defined or -providedvisual or audio image. Subsequent to the invention of U.S. Pat. No.4,521,014, video games have been created which utilized predefineddigitized images in the video game which supplement the otherwisecartoon-like character and imagery of the game. Additionally, digitaland analog video data have been merged with video games to get broadcastquality video for certain aspects of the video display for the videogame, particularly in arcade games, but more recently in home videogames with attached CD-ROM player. However, heretofore, there has beenno system which has provided for the utilization of user provided orcreated visual images in the video game.

It is therefore an object of the present invention to provide a systemwhich utilizes an image generated by an external source (of video and/oraudio and/or computer generated), and integrates the image into and aspart of a pre-existing audiovisual work (such as from a video gamesystem or a movie or animation) which utilizes the user's image in thevideo game play or as a synthetic participating user image in theaudiovisual presentation, such that the user image is incorporated intothe audiovisual presentation of the user interactive video game.

It is further an object of the present invention to optimally benefitfrom the user video and audio image in video games and to develop amethodology for creating video games compatible with user imageintegration concepts.

It is an additional object to provide a system and methodology fororderly transfer and integration of the user created visual image, orimages, into the video game.

It is a further object of the present invention to provide various meansfor users of video game apparatus to capture and/or provide forplacement and storage of the user's visual image onto a medium which canbe coupled either via an adapter or directly to one or more game systemsand/or game cartridges which connect to the game systems.

SUMMARY OF THE INVENTION

In accordance with the present invention, a user image in video game orother audiovisual presentation system design methodology andarchitectural structuring, in combination with a user image developmentsystem, provides an environment whereby a user can create a video orother image utilizing any one of a plurality of input device means) andwhereby the user created image is provided in a format and through amedium by which the user created image can be communicated andintegrated into the audiovisual presentation, and game play of a videogame. The video game design complements this, and game integration meansare provided for mapping user created image data into the video gamesystem structure such that the user image is integrated into the videogame play and presentation.

A game image and logic structuring is provided such that user createdimage data can be easily integrated into the game structure for integraloperation in a monolithic and homogeneous fashion. A class of games ismade possible, which are playable under whatever rules are set forth bythe game creator, wherein all of these games integrate with the variousones of the user created visual images through a common format andmethodology. Means for user image creation allows the user to input theuser's player representative characters. This input can be by any one ofa number of means such as by original creation by the user by any means(from audio analysis to a graphics development system, by user assemblyof predefined objects or segments, by digitization scan of an externalobject such as of a person by video camera or a photograph or document[by a scanner, etc.]). The user image creation system creates a mappable(absolute or virtual) link of the user defined images for integrationinto other graphics and game software packages, such as where the userdefined or created visual images are utilized in the video presentationof the video game as a software function such as one or more of thepreselected character imagery segment(s) associated with the user's playof the game or as a particular character or other video game softwarefunction in the game (e.g., hero, villain, culprit, etc.) and/or aparticular portion and/or perspective view of a particular character,such that one or more of the user visual images and/or sounds isincorporated into the audiovisual presentation and play of the resultingvideo game.

A user image linker system and methodology provide for user image toapplication software mapping and linking of user image and integrationdata (e.g., such as to games packages, graphics and other applicationssoftware, sound synthesizers, high level language development software,etc.), and further provides mapping and linking of user image andintegration data to operating systems such as for standard personalcomputers (e.g., the Macintosh, MS-DOS, WINDOWS, OS/2, Apple II, CP/M,MSX, UNIX, Amiga, etc.) and for video game operating systems (such asthe Sega Genesis, Nintendo NES, or Super NES, etc. Linkage to operatingsystems can be structured in any conventional manner such as a callablesubroutine, or an operating system function call (independent of anyapplication software).

In accordance with another aspect of the present invention, an adapterinterface system couples into the video game apparatus, and providesmeans for the user to create one or more user images, means for storageof formatted user image data onto a storage medium, and means forinterfacing with a video game system to utilize the user image from thestorage medium.

In accordance with one embodiment of the present invention, there isprovided a video game interface adapter system, comprised of a videointerface for utilization of video from an external video source (e.g.,camera, VCR, etc.) for digitizing, formatting and storing the externalvideo source image as user image data and storing the formatted videoimage data onto the storage medium, which can thereafter beindependently utilized to couple the user's formatted video image to thevideo game system for incorporation therein. A user image mediuminterface connector and subsystem, couples user visual image data frompreviously programmed user image cards for integration of the uservisual images into the video game play and presentation of the videogame apparatus to which the video game adapter interface system iscoupled.

In accordance with another aspect of the present invention, a home videogame intercept adapter interface system is provided, which couples to avideo game system and to the user image storage medium, and whichcouples to non-user image based video game software (especially valuablefor use with preexisting game software), such that the intercept adapterinterface system intercepts requests for respective predefined characterimage data which are associated with the user images, and substitutesthe respective image data for the user images in place of theintercepted images as appropriate, in a manner transparent to theexisting software. The intercept adapter system is coupled to the gameconnector of a host video game system (“VGS”) which provides a hostvideo game display, and an associated game card/cartridge containing thegame software which provides game data signals. The intercept adaptersystem is comprised of an interface for coupling the game signals fromthe game connector to the adapter system. An interface couples signalsto and from the external game cartridge which contains rules andinstructions for an associated video game, to the adapter system. Ananalysis system analyzes the signals associated with the predefinedcharacter imagery segments associated with the user images andselectively modifies certain ones of the game data signals to substitutetherefor the data signals for user images associated with preselectedcharacter imagery segments, and selectively outputs the substitutedcertain ones of the game data signals in place of the initial respectiveones of the game data signals to the host video game for utilizationtherein, whereby the user image is associated with the preselectedcharacter imagery segment so that the user image is incorporated intothe audiovisual presentation of the video game.

In accordance with another aspect of the present invention, a selfservice booth can be utilized at various locations supporting the salesof the user image in video games, both home and coin operated games. Thebooth provides a means for permitting the user to create and save theuser information on a storage medium, which can then be more simplycoupled to an interface connector on the home video game system or to anarcade game. The booth can also provide attract mode video game displaypresentations of various different video game display presentationswhere the user image is integrated into the attract mode video gamedisplay presentation. Alternatively, or additionally, a service bureaucan be utilized to provide services via mail-in or walk-in operations.

BRIEF DESCRIPTION OF THE DRAWINGS

These and other aspects of the present invention can be betterunderstood by reference to the detailed description of the accompanyingdrawings, wherein,

FIG. 1A illustrates an embodiment of a user image adapter interfacesystem used in conjunction with a video game apparatus, a user imagestorage card, and a video game software or firmware card, in accordancewith the present invention;

FIG. 1B illustrates the user image adapter interface system of FIG. 1Awhich additionally includes means for user input of user visual imagesand storage onto a user visual image storage medium in accordance withthe present invention;

FIG. 1C illustrates the system of FIG. 1A, except that the storage cardis coupled to an input/output port of the video game apparatus insteadof to the game cartridge connector, in accordance with the presentinvention;

FIG. 1D illustrates a user image adapter interface system providing forthe coupling of the user images, as coupled via a communications mediumfrom either an image source or from another video game system inaccordance with another aspect of the present invention;

FIG. 1E illustrates an embodiment of a user image adapter interfacesystem combined within a game card, used in conjunction with a videogame apparatus and in accordance with the present invention;

FIG. 1F illustrates an expander system for permitting multiple storagecards to be coupled to a single video game system, in accordance withthe present invention.

FIG. 1G illustrates a general purpose adapter interface system for usewith any audiovisual source, in accordance with the present invention.

FIG. 2A illustrates the adapter interface system of FIG. 1A in greaterdetail;

FIG. 2B illustrates the adapter interface system of FIG. 1B in greaterdetail, illustrating the adapter interface system with a videointerface, an interface to the storage card for user image storage, andserial computer interface, adapted for coupling to the video gameapparatus, to the image storage card and to the game firmware/softwarecard or cartridge, in accordance with the present invention;

FIG. 3 illustrates a presentation display mapping to logical andphysical memory mapping diagram in accordance with the presentinvention.

FIG. 4A illustrates the block diagram and data logic flow diagram of anAdapter Interface System such as in FIGS. 2A and 2B, with the additionof an Intercept Controller system, in accordance with the presentinvention;

FIG. 4B is a detailed block diagram of the adapter interface system ofFIG. 3A;

FIG. 4C is a flow diagram of the intercept function of the adapterinterface system 110E of FIG. 4A;

FIG. 4D illustrates a flow diagram of the intercept function of theadaptor interface 110E of FIG. 4A;

FIGS. 5A-B illustrate various embodiments of an apparatus by which userscan input, store, and obtain a removable storage card medium containinguser images, in accordance with the present invention;

FIG. 6 illustrates a process by which an outside service bureau can beutilized to create and provide the storage card medium containing theuser images, which storage card can be used with any of the systems ofFIGS. 1A-C and FIGS. 2A-D, in accordance with the present invention;

FIG. 7A illustrates a game cartridge for use with the system illustratedin FIG. 1A;

FIG. 7B illustrates a game cartridge compatible with the systemillustrated in FIG. 1B, and which optionally may be used with system ofFIG. 1C where the storage card is coupled to an input/output portinstead of to the game cartridge, in accordance with the presentinvention;

FIG. 8 illustrates a personal computer based system for one or both ofuser image development/storage and user image video game play employingthe present invention;

FIG. 9 illustrates the logic structure for the user image defined videogame; and

FIG. 10 illustrates the structure and interface of the game developmentsystem logic to the video game logic structure.

There are many complex subject areas cooperatively intertwined in thepresent invention, and discussed in the description herein.

Ample textual material documents each of the subject areas. Therefore,in the interest of conciseness and to aid in more clearly understandingthe present invention, the following references are disclosed andincorporated herein by reference.

U.S. Pat. No. 4,521,014 entitled, “Video Game Including User VisualImage.”

U.S. Pat. No. 4,710,873, entitled “Video Game Incorporating DigitizedImages of Being Into Game.”

There are a number of texts providing detailed information on computergraphics, digitization and formatting of digitized video information,and interactive computer graphics, including data structures, algorithmsand languages. Five of the better books on the subject include,Principles of Interactive Computer Graphics, by William M. Newman andRobert F. Sproull, published by McGraw Hill, copyright 1973, 1979;Fundamentals of Interactive Computer Graphics, by J. D. Foley and A. VanDam, published by Addison West Publishing Co., copyright 1982; (secondedition, copyright 1991); Procedural Elements For Computer Graphics, byDavid Rogers; Graphics Gems, edited by Andrew Glassner; Digital ImageWarping, by George Wolberg; Graphics Gems II, edited by James Arvo;Interactive Computer Graphics, by Wolfgang K. Giloi, published byPrentice-Hall, copyright 1978; Computer Vision, by Dana H. Ballard andChristopher M. Brown, published by Prentice-Hall, copyright 1982;Digital Processing of Speech Signals, by L. R. Rabiner and R. W.Schafer, published by Prentice-Hall, copyright 1978 by BellLaboratories, Inc.; Tutorial: Computer Graphics, Second Edition, by JohnC. Beatty and Kellogg S. Booth, published by the Computer Society Pressof the IEEE Computer Society, Institute of Electrical and ElectronicsEngineers, Inc., copyright 1982; Tutorial of Selected Readings andInteractive Computer Graphics, by Herbert Freeman, published by the IEEEComputer Society, copyright 1980 and later published documents by theIEEE; SIGRAPH proceedings, 1981 to 1991: Course Materials from thoseproceedings. Additionally, there are numerous application reports anddata sheets and magazine articles regarding utilization of newtechnology, and existing technologies in such areas as digital signalprocessing, video image signal capture, digitization, formatting,storage, compression, etc. There are also numerous reference materialsand off-the-shelf products available for audio capture, digitization,formatting, compression and storage.

It is to be understood that the specifics of particular techniques suchas video and audiosignal capture, digitization, storage, compression andformatting are not limitations on the present invention, as any of anumber of available techniques and technologies can be utilized,including off the shelf available products ranging from stand-alonesystems, chip sets, BUS-STANDARD plug-in board systems (such as NU-BUS,IEEE-488, Multibus I and II, S-100 Bus, Standard Bus, PC-AT bus, MicroChannel Bus, etc.). Available stand-alone systems, Subsets of technologyof the kind developed and used in a 1990 model of an Eastman KodakCompany's “Hybrid Imaging System” performed 6 megapixel/second imagescans, initially storing approximately 18 megabytes (3,078 8 bit deepsamples) of data for a 35 mm film image (each second), image and datacompression of 3:1, compressed in real-time. The Kodak Photo CD Systemtakes images from 35 mm film, digitizes, compresses and formats theimage data for storage on disk to be replayed on computer or televisionmonitors. The commercially available Canon Still Video Camera recordsimages as single frames of video on floppy disk and with a CanonDigitizer attachment, permits interface for storage as an ordinarygraphics file on a personal computer (e.g., Apple Macintosh). Inaddition, the techniques and technologies being brought to “virtualreality” lend themselves to application of the user visual image in avideo game invention and to the teachings of the present invention.

Audio signals may be equivalently processed and utilized. Theserepresent additional extensions of the present invention. Audio signalsgo beyond simple spoken words and phrases, or explosions or othersounds. Audio signals can be analyzed and processed to generate voiceparameters which are then used by the system to synthetically generate avoice corresponding to and sounding like the audio signals from whichthe voice parameters were modeled (e.g., the actual user's voice, tonalquality, pitch, etc.).

DETAILED DESCRIPTION OF THE DRAWINGS

Referring to FIG. 1A, a user image adapter interface system 110 iscoupled to a video game apparatus 140. Coupling of electrical signalsbetween the video game apparatus 140 and adapter interface system 110,including address, data, power, and control signals. The video gameapparatus 140 is comprised of a video game computing system including amicroprocessor, ROM, RAM, a video interface (which may include its ownvideo processor and video RAM or may utilize and share the function viathe microprocessor), which video interface couples through matingconnectors 142VG for coupling to a mating connector 142D on a displaymonitor 145. The video game apparatus 140 also includes input/output(“I/O”) which provides for coupling of signals between the video gamecomputing system via connector 141VG and a user controller 147 viaconnector 141CN, where one or more controllers 147 may be coupled to aspecific I/O port, or where they may alternatively be multiple I/O portsfor coupling of multiple inputs independent of one another. Examples ofvideo game apparatus 140 include those manufactured by Sega, such as theSega of America, Incorporated's Genesis Video Game System which utilizesthe Motorola 68000 microprocessor, has ROM, RAM, a video displayprocessor, video memory, a sound processor, I/O processing capability,etc.; Nintendo video game systems for the home including the NintendoEntertainment System (NES) and the Super NES Systems respectivelyutilize eight and sixteen bit processors. Many other dedicated videogame apparatus exist such as from Sega, Nintendo, Atari, NEC, Sony andothers. The present invention also extends to include personal computerswhich are operated as video game apparatus, whereby the adapterinterface system can be utilized as a plug-in board coupled to acomputer electronic signal interface bus (such as in the Apple II, AppleMacintosh, IBM PC and compatibles, Amiga, Next, Sun, Hewlett Packard,etc.) or coupled to a serial or parallel port therein. The usercontrollers can provide multiple input means including, but not limitedto, switches, joystick, keyboard, microphone, and other means for userinput of stimulus to the system.

The game cartridge 120A is comprised of a storage medium (such as ROM orEPROM or diskette, etc.) which contains the video game software rules,instruction, and data which in conjunction with the video game apparatus140 provide a video game display presentation and video game play withuser responsive input. The adapter interface system is included withinthe storage card 130 which is coupled via mating connector 131SC tomating connector 131GC to the game cartridge 120A for direct coupling tothe game connector bus. This configuration works especially well withgames which were created to look for user images in a defined and/orseparate address space and to selectively provide for the substitutionof selected certain ones of predefined game character imagery segmentswith respective user visual images. This provides a low cost adapterinterface system, but requires that some other external means beutilized to store user visual image data onto the storage card as isdescribed herein. This is a preferred embodiment where the goal is lowcost mass merchandising and where other means are provided for users toget user visual images stored as user visual image data onto the StorageCard (e.g., such as the systems of FIGS. 1B, 5A-B, and/or coordinatedservice-bureau processing for Storage Cards to give users user imagedata storage.

In accordance with one aspect of the present invention, the adapterinterface system 110 provides image integration, controlled via software(either self-contained within the adapter interface 110 or provided by aGame Card 120 or storage card 130) which links image data packets togame software functions and which can then be incorporated into theoverall video game audiovisual presentation in combination with apredefined set of complimentary audiovisual imagery segments accordingto a predefined set of game rules. Game software functions are comprisedof, for example (1) facial views: front, side, smile, frown, happy, sad,mad, and mean facial photographs, or a subset or a super set or adifferent set of these facial photograph views can be used; (2) the usercan create his or her own spacecraft, race car, hero, villain, weapon,monster, or other preselected character functions (e.g., icons,sub-image identifier segments), etc.; and/or (3) third party supplieduser visual images (e.g., clip art, vendor supplied substitute alternategame character images, etc. Image integration can either be provided forvia a universal software package for linking user visual image data toall games of the user created variety (e.g., for multiple cross-platformcompatibility), or can be provided in numerous custom tailored softwarepackages for each game or group of games to permit user image datapackets to be linked and integrated into the purchased game software(e.g., for vendor-proprietary systems).

Game display functions can optionally include Sub-Image Functions.Sub-Image Functions are any separable portion of the presentation (anelement [e.g., arm, torso, face, ear, hand, etc.] of a predefinedcharacter image, etc.).

User Image data can represent video, audio, control and otherinformation (such as (1) signal parameter data (for a multitude ofpurposes such as modeling and rendering, or for alteration of imagedata, for texture wrapping of a User Video Image onto a predefinedcharacter image so as to effectively wrap the user image over thepredefined character image); (2) behavioral profile rule data to adjustparameters for behavioral performance of a displayed character image;(3) macro commands for user or adapter interface system control of userimage participation in the presentation.

Referring to FIG. 1A and Table I, a non-volatile storage medium 130 (forexample a Storage Card [EEPROM or/and RAM], a floppy disk, optical,etc.) stores image data packet (i.e., .IDP) files, and image integrationsoftware links the .IDP files from the storage medium 130 forcombinational mapping into the application software purchased videogame. Thereafter, one or both of real-time play with the resultantcombinational mapping and/or storage of .IDP files onto a non-volatilememory subsystem part of (or separate from, but attached) to the gamecartridge, so as to create an integral self-contained video game.Alternatively, the separate non-volatile .IDP files can be utilized aspart of the game initialization procedure, and .IDP files can be storedin read-write memory (i.e. or EEROM/RAM) so as to be variable from gameto game, or can be stored onto Smart Cards, Game Card writable memory,floppy disk, etc., and integrated into the appropriate image files ofthe game, and either (1) real-time be mapped into game play or (2)automatically be integrated at start up as a part of the gameinitialization procedure whereafter those .IDP files remain part of thegame structure unless and until changed during a future initializationprocedure. Alternatively, or additionally, the integration of UserImages into the video game can be changed in the middle of a game play,such as by hitting a switch, or as a game award.

TABLE I MEMORY MAP ##STR1## Video Game Internal ROM (typically 64 KB to1 MB) Video Game  Internal Work RAM (typically 64 KB to 1 + MB) VideoGame  Internal Video RAM (typically 64 KB to 1 + MB) ##STR2## GameCartridge ROM (typically 256 KB to 4 + MB) Storage Card  (typically 64KB to 1 + MB)

Memory Address Space is determined by the choice of Video Game Apparatus(“VGA”) 140, and usually by the choice of microprocessors and operatingsoftware therein. For example, a 32 bit physical address yields 4Gigabyte (GB) of Address Space. However, the VGA system 140 withattached game cartridge and Storage Card would typically use only from afew hundred kilobytes (KB) to a few megabytes (MB), as shown in theMemory Map illustrated in Table I.

Image data packets consist of image data and headers which identify whattype of data they contain, data regarding the height and width of theimage, data regarding the amount of data associated with each pixel,data regarding whether the pixel colors are determined by a colorlook-up table (and, if so, either a pointer to or listing of the colorlook-up table), data regarding whether the data is compressed (and, ifso, necessary information such as the type of compression needed todecompress it), data regarding scaling factor pointers to sound data,and other data normally associated with image data files such as the IFFstandard, etc.

A detailed discussion and illustration of the .IDP file format andmethodology is provided in the discussion of Tables II and IIIhereafter.

TABLE II ADDRESS 00:  PACKET HEADER 0 ID OF USER IMAGE   1 DATA REPACKET STRUCTURE, SIZE,     CHECKSUM, ECC CODEWORD,     ENCRYPTION,ETC.,     SINGLE/MULTIPLE UI FLAG,     SINGLE/MULTIPLE PCI FLAG, ETC.ADDR02: UIV SIZE IN BYTES, Offset Index Pointer to Start   Address <X1>of UI Data 03:  UIV SIZE IN PIXELS 04:  ASSOC. PCI DATA 5 ID   6 SIZE INBYTES   7 SIZE IN PIXELS   8 ADDRESSES ON GAME CARD FOR PCI ADDR <X1>USER IMAGE DATA (begins at Address 08 and   continues until a delimiterat Address XN).

Table II illustrates a specific example of a. IDP file format. Addresses00 to 08 to XN form the .IDP file packet. The illustrated .IDP filepacket is broken into fields as follows:

ADDRESSES FIELD 00 TO 01 .IDP PACKET HEADER 02 TO 04 UI HEADER 04 TO 07PCI HEADER 08 TO <X0> (as needed)  PCI ADDRESSES ON  GAME CARD =ADDRESSES  WHICH VGN 140 WILL  REQUEST IN ATTEMPT  TO GET PCI X1 TO XN UI DATA

For multiple User Images, and/or a selection of multiple PredefinedCharacter Images, bit flags are set in memory locations in the PacketHeader of the .IDP file stored on the Storage Card. A predefined memorylocations serves as a Pointer Register and is loaded with the startingaddress for the Table multiple mode Table of Contents, as illustrated inTable III.

TABLE III MEMORY ADDRESS MEMORY CONTENTS ADDR PR ADDR ZZ ADDR ZZ + 1ZZ + 2 ZZ + N ZZ + O ZZ + P ZZ  ##STR3##

For new Game Card designs, the PCI data is read from the Game Card(e.g., by the VGN or AIS) and is stored in a writable storage area (ofthe Storage Card or in the AIS 1100).

Many types of image input means can be provided, such as photoscanners,video cameras, video tape player, compact disk, still camera,microphone, etc. Photoscanners can provide .IDP files fortwo-dimensional photographic text and images. Video cameras can provideinput of either live or prerecorded images for conversion and storage as.IDP files. Users can connect the equipment they already have at theirhome to an adapter interface system which connects to their home videogame system and game cartridge, as discussed hereinafter. Special Booths(e.g., see FIGS. 5A-B) having all necessary equipment self-containedcould be placed in stores which sell the video game apparatus and gamecartridge software, and a fee could be charged. Alternatively a ServiceBureau setup (e.g., see FIG. 5) can provide for the mail-in ofphotographs, VHS tapes, diskettes, etc. wherein a return Storage Carddiskette, etc. with the .IDP files on it is sent by mail from one ormore centralized mail-in sources. For example, facial views: front,side, smile, frown, happy, sad, mad, and mean facial photographs, or asubset (a super set or a different set) of these set of facialphotographs views can be used, and a universal structure can be createdfor facial related games for each one of the vendor's or for allvendor's by acceptance of a common .IDP standard.

There are numerous video data formatting, compression/expansion,encoding/decoding alternatives that exist, from the well-known andpublished to the proprietary ones available for purchase/license such asfrom board manufacturers and game manufacturers. Eastman Kodak has a“PhotoCD” service which permits users to have regular camera filmdeveloped and up to 100 photos provided on a compact disk which plays ina regular audio compact disk player, which can be interfaced into acomputing system.

In the illustrated embodiment, the structure standardizes on relativeoffset and location of .IDP files, from the beginning of the .IDP files,such that individual .IDP images can be uniformly selected for theappropriate emotion for integration into the class of “facial” videogames, or the appropriate function for integration of the user visualimage into a UVI-game. Of course, the present invention extends itselfbeyond facial views, to heads, full body, hands, or pictures or imagesof anything.

Additionally, in an alternate embodiment, user voice signals (or voicemodeling parameters therefor) are captured, digitized, formatted andstored. A user voice interface system is provided, as a subsystem of theuser image system, providing for the input, capture, digitization,storage, and formatting of the user's voice image as a subset of the.IDP file.

A whole new edge is provided to “hooking” people into video games,(figuratively and literally) a rejuvenation from the slump of the 1980'swhere a threshold was reached with games like Pong, Space Invaders, PacMan, and Zaxxon. Utilizing the present invention, the human ego isbrought to play in the game. Since the user creates playerrepresentative characters as well as other functional images for use inthe play and/or display of the video game, the game presentation is infact partially the creation of the user.

The user's image creation system provides player representativecharacter image packets having a predefined file structure, and can beused to determine the functional and structural mapping of the uservisual image to the video game and its software functions. In theillustrated example, image data packet files (“.IDP”) are created forstorage in memory and on floppy disk. .IDP files represent a methodologyand structure which when uniformly followed allows smooth integration ofuser created video images into a broad range of different video games,commonly structured to integrate with the .IDP files. For stand-aloneapplications, many methodology/structures can be selected from tooptimize a particular application.

In a preferred embodiment, user visual image data utilization isexpanded beyond associative replacement predefined character images andexisting game display functions. New game display function can becreated specifically to utilize user visual images. For example, uservisual images and/or associated sounds can appear as a “newscaster,” a“cameo guest, or a “synthetic actor” with predetermined actions (eitherfunctional or superfluous) during a video game where there are eithernone, one or many other user visual images utilized in association withpredefined game character and game display functions. In the generalizednon-video game audiovisual presentation, icons of user visual and soundimages are integrated into predetermined stored audiovisualpresentation.

In the preferred embodiment, each video game card 120 includes datastored within its storage memory of the address map table of displayablegraphics functions, for use with a character select program whichexplains and allows substitution of the available player characterfunctions for association with selected image packets.

These image packets can be created via many forms of user image entry,such as by direct user image input by input stimulus devices such as amouse, light pen, keyboard, joystick, or via a video or still camera,document scanner means, etc. Additionally, entry can be provided bydealer or factory support means as discussed above, or via acommunications link such as a modem.

Image data packets can be converted from graphics initially created withany standard graphic, drawing or other creation program (such as“MacPaint,” “PC-Draw,” “Coral-Draw,” Adobe Illustrator Photoshop,modeling programs, CAD/CAM programs, custom or off-the-shelf softwareincluding Chartmaster, WordStar, etc.), or can be created via imagecapture (e.g., video camera originated input, which can be digitized,compressed and encoded).

A conversion utility (software or hardware) can be used to convert fromstandard graphics formats to the .IDP format and structure.

Game initialization and linkage to image data packets can beaccomplished either (1) automatically during startup or real-time duringgame play, or (2) by execution of the character select program whichallows the prospective player to display and select which playercharacter to associate with which game character function. As discussedabove, this can be provided automatically as a part of the gameinitialization, or can be provided as a software utility to initiallyrun before playing the game.

For automatic initialized character selection, the character selectprogram makes a copy and assigns a file name and creates a link tableentry, in the master game database, for each association of the usercreated video image with the game function.

The Storage Card can also provide storage for saving user game scores,parameters of specific games so the user can continue from where theuser left off, etc. Also, the Storage Card can provide for systemsecurity data storage.

FIG. 1B illustrates the user visual image adapter interface system ofFIG. 1A which additionally includes means for user input of user visualimages and storage onto a user visual image storage medium in accordancewith the present invention.

Referring to the user visual image adapter interface system 110B in FIG.1B, multiple additional subsystems are present therein beyond thatillustrated in the embodiment of FIG. 1A. The adapter interface 110B iscoupled via respective connectors 121AIG, 131AI, and 121AIV to the GameCard 120, Storage Card 130, and Video Game Apparatus 140 via respectiveconnectors 121GC, 131SC, and 121VG. These include a video interfacesubsystem 210 which couples to a video connector 113 adapted forcoupling to an external source of analog and/or digital video signalinput, such as a video camcorder, video tape player, laser disc player,etc. Additionally, a serial interface subsystem 220 is provided whichcouples to serial connector 116 which is adapted for coupling to anexternal serial interface so as to allow for the transfer of image datafrom an external computer or data storage medium in digital formatdirectly to the adapter interface system 110B for formatting and storagethereby. Game card interface 261, storage card interface 264, video gameinterface 263 and controller 262 comprise a common base system 260 ofthe adapter interface 110B, although controller 262 also can be variedfor FIG. 1A versus 1B.

The adapter interface system 110B is adapted for coupling to a videogame cartridge 120 and to the video game cartridge connector 121VG of ahost video game which includes a display 145. The adapter interfacesystem 110B is comprised of an interface 210 for coupling video sourcesignals from an external video source to the adapter system, a storagemedium 130 for selectively storing and selectively outputting uservisual image data, a video processing system for converting analog videosource signals received from the external video source to a digitizedand formatted video information data signal responsive to the rules andinstruction data contained in control program storage memory within orassociated with the adapter system, where the display of the host videogame is responsive to the video information signal to provide anaudiovisual presentation representative of a combination of thepredefined video imagery segments of the host video game and theexternal video source based video information signals. Audio input,conversion and integration can additionally be provided.

The adapter interface system 110B is coupled to an external storagemedium, such as a Storage Card (e.g., Smart Card or floppy disk), whichpermits the coupling via external connectors 131SC and 131AI which matebetween the adapter interface system 110B and the external storagemedium 130, to permit the storage of formatted and mapped image datafrom the adapter interface system 110B and for storing a table ofinformation regarding the mapping of the image data, as well asidentification of which types of image data are present, and where arethey mapped into the storage memory of the external storage card 130.

The adapter interface system 110B coordinates the user creation of uservisual images, and the downloading of graphic information forutilization via formatting and analysis to permit the transformation ofuser image information (received through the video interface subsystemcoupled to connector 113 and the serial interface subsystem coupled toserial connector 116) to be processed for proper sizing, cropping, andidentification (e.g., of poses) such as through interactivecommunication with the user with sound and visuals using the externalmonitor and speaker 145 and utilizing the user controller 147 and/or anadditional input mechanism to allow user interaction. Alternatively, theadapter interface system provides for automatic processing so as toultimately provide formatted data for storage on the external storagecard 130 which can then later be utilized in conjunction with the videogame apparatus 140 and the game cartridge 120 to provide a video gamewherein the visual image is integrated into and becomes a part of thegame presentation in place of a predefined game character.

Referring to FIG. 1C, an alternate embodiment of FIG. 1A is illustrated,where a storage card interface system 132 is coupled to an I/O port 140via I/O connectors 141VGS and 141SC, which storage card interface 132couples to the storage card 130 via mating connectors 131SCI and 131SC.This embodiment has cost advantages relative to the system of FIG. 1A,but has slower relative throughput and data rate. This can be partlycompensated for by downloading to RAM in the game cartridge 120C, or inthe video game apparatus 140. The advantage of the system of FIG. 1A isthat it permits direct coupling to the computer system bus via the gameconnector so that the storage card 130 can be directly coupled into thememory space of the video game apparatus' 140 CPU and can be utilizedwithin the address space of the video processing system in a manner soas to substitute the user visual images for predefined game characterimages as appropriate in accordance with the rules and instructions ofthe game and the protocol and methodology of utilization of user visualimages.

An alternative to FIG. 1C, utilizes an existing interface for compactdisk (“CD”) (or other existing storage interface), such as via an I/OPort, so as to couple User Images from a User Image CD for storage inmemory of the Video Game System for use therein. Writable CD technologyis adaptable to both a home adapter and a service bureau approach.

Referring to FIG. 1D, an alternative system of FIG. 1C is provided,where instead of providing an external storage card 130 for coupling tothe video game apparatus (via the I/O port or via the game connector bus(either via an interface adapter system or via a Storage Card), theadapter interface system of FIG. 1D provides a telecommunications link150 which couples via mating connector 151 to an appropriatecommunications bus or gateway 152, (such as a phone line, modemconnection or higher speed protocol) and data is loaded from a remotedata source via the telecom link 151 to the video game apparatus 140 forstorage in memory either in the video game apparatus 140 or on the gamecartridge 120, which memory is read write RAM or EEPROM which permitsthe user images to be used during the play and display of the videogame. Nonvolatile read write memory permits longer term storage of thoseuser visual images in the game card so that they don't need to bereloaded in the future unless changed. The telecom link 150 can becoupled to I/O port connector 141VG via connector 141TC, or canalternatively be coupled to a connector on the game cartridge 120 (as inFIG. 1A in place of the storage card 130), or can be coupled to storagecard connector 131AI of the adapter interface system 110 of FIG. 1B. Thetelecom link 150 can be used with the systems of FIGS. 1A-C, as an addedfeature. A compact disk player and interface or other local storage canalternatively be coupled to the adapter interface system of FIG. 1D, inplace of the telecom link 150 which couples to a remote data storagesource.

In a preferred embodiment as illustrated in FIG. 1E, for new user imagegame designs, the game card 120A contains logic 125 to automatically mapuser visual images into the memory space of the game card 120A. When theStorage Card 130 is connected via connectors 131SC and 131GC to the gamecard 120, the user images data sets (.IDP files) contained on theStorage Card are mapped into the appropriate memory space of the gamecartridge, so as to override the selected or default predefinedcharacter images. The game cartridge 120 will play either with orwithout the Storage Card 130 attached thereto. This is preferably donein a manner transparent to the microprocessor of the video gameapparatus, using decode logic in the Storage Card 130 or game cartridge120A.

Referring to FIG. 1F, expander system 131EX permits multiple users toeach and all simultaneously couple their individual storage cards 130 tothe video game system 140, so as to permit each user to have arespective user image associated with a respective different predefinedcharacter image or game display function or audiovisual presentationicon. The storage card connector 131SC is adapted to couple to thestorage connector for coupling the storage card into the video gamesystem (e.g., 131GC of FIG. 1A, 131AI of FIG. 1B). Interface and buffercircuitry 138 buffer and expand the connector interface from one tofour, and simultaneously couples the storage cards into the video gamesystem. Interface subsystem 138 also provides additional addressselection so as to permit the video game system to separately identifyand utilize each of the multiple storage cards and the users imagesstored thereon.

Multiple storage cards, each with user visual images for a differentuser, can be coupled to the video game system for user therein. Forgames where multiple users will be providing storage cards with uservisual images, the connector 131 provides multiple connectors allowingmultiple storage cards to be interconnected thereto. The video gamesystem detects those games allowing multiple user visual images therein,for multiple players, and additional detects when multiple user visualimage storage cards are present, and sets a flag in memory indicatingmultiple user visual image cards are present, thereby enabling multiplesets of tables of pointers for game display function and image datastarting address, one set each for each player having a user visualimage storage card.

Referring to FIG. 1G, audiovisual image source 170 provides anaudiovisual presentation output such as video (video cassette record,cable or broadcast television, laser disk, audiovisual, digital videotape, formatted image data [e.g., PICT]), audio tape or disk, whichoutput is coupled to a display 190. Adapter interface system 180analyzes the output of the image source 170 and identifies andintercepts selected predefined character images of the audiovisualpresentation, substituting a user image from the storage card 130coupled via storage card connector 131SC from the storage card 130 toconnector 131AIS to the adapter interface system 180, or otherwisemodifying the associated presentation, and provides and audiovisualoutput to drive a presentation display/speaker 190. The adapterinterface system 180 is further comprised of video processor 182 whichprovides digitization, formatting and other processing as necessary topermit analysis of the audiovisual image source 170 output.

In a preferred embodiment, the adapter interface 180 couples black boxstyle to one or more storage cards and to a video monitor and a videosource. The adapter interface system 180 can be stand-alone or anattachment coupled to a video game system or a computer system. Thispermits user image integration into any source of audiovisualpresentation.

Referring to FIG. 2A, there is illustrated an internal block diagram ofan adapter interface system 110 for use with FIG. 1B where videointerface 210 and serial interface 220 are not utilized, but otherwisecorresponding functionally to FIG. 1A. The game connector 121VG from thevideo game apparatus 140 is coupled via connector 121AIV to the maincontrol system 260 which provides storage card interface, game cardinterface and video game apparatus interface responsive to control logic250 which responsive to signals from the game connector bus 121, andfrom the game cartridge 120 and game apparatus 140. In accordance withthe rules and instructions contained in a read only memory 230 andutilizing a read-write memory 240, for a processor-based logic 250 thecontrol system 260 controls all aspects of user image programming andinterface, both during an initialization mode and ongoing throughout thegame, coordinating the addressing of the game cartridge and storage cardand coordinating the utilization of user visual image data asappropriate to provide a video game system having an audiovisualpresentation containing the user image.

Referring to FIG. 2B, an adapter interface system 110C corresponding tothe adapter interface system 110B of FIGS. 1B and 1C is illustrated,wherein the control circuit 260 of FIG. 2A is still present providingfunctional equivalence, except that additionally the control andcoordination of capture and formatting of user visual image data isperformed by the adapter interface system 110B of FIG. 2B. The interfaceadapter system 110C includes a video subsystem 210 coupled to the videoconnector 113 for receiving analog video input from an external videosource. The video subsystem 210 provides for video signal interface,capture, digitization, and formatting as user visual image dataresponsive to the controller 260, for storage on an external storagemedium via the storage card connector 131. The output from the videosubsystem 210 is a digitized video data output converted from the analogvideo input received from the external video source. Interface connector213 is provided to allow direct input of digital video input from anexternal source, whereby the video signal interface capture anddigitization of analog signals section of video subsystem 210 is nolonger required. Analog video in and/or digital video in can be coupledto the video subsystem 210, depending on the desired application.However, for cost efficiency and compatibility with most home users, ananalog video input is probably adequate, and most cost-effective. Theinterface system 110 is also comprised of a serial interface subsystem220 which couples to the serial connector 116 for coupling to externalserial interface such as RS232, RS244, etc. Serial interface 220provides for UART, clocking, buffering, and simple control logic, toprovide a digitized video data output 221 from the serial interface 220,which is coupled to the controller 260 for appropriate formatting andstorage on an external storage medium of user visual image data.

The controller circuitry 260 is coupled to the game cartridge connectors121 for coupling to the video game apparatus 140 and separately couplingto the game cartridge 120. Additionally, the controller circuit 260 iscoupled to the Storage Card connector and/or optionally the I/O portconnector where the storage card is coupled via an interface adapted forcoupling via the I/O port connector. Certain signals, such as powersignals can be directly coupled from one game connector 121 to the othergame connector 121, so as to couple certain signals like power directlyfrom the video game apparatus game connector to the game cartridge gameconnector. These signals are also coupled to the control circuit 260,for selective coupling to the Storage Card 130 via the storage cardconnector 131 coupled to the controller circuit 260. Alternatively,where the storage card is coupled via the I/O port, coupling of signalsis via the I/O port connector. The remaining signals from the video gameapparatus are coupled via the game connector 121 to the controllercircuit 260 and are selectively interfaced to and from either thestorage card 130 via connectors 131SC and 131AI to the external storagemedium 130 or via the cartridge connectors 121AIG and 121GC to the gamecartridge 120. The controller circuit 260 provides for coordination ofaccess to the storage card 130 for utilization of user visual image datain accordance with the present invention.

The controller 260, in the intercept embodiment, in addition to thoseelements as described above with references to FIGS. 2A and 2B, alsoprovides, intercept logic functioning, as discussed elsewhere herein,such that the adapter interface system 110I additionally provides theintercept function, whereby non-user-image designed games can beutilized with user visual image data, whereby the adapter interfacesystem 110I selectively substitutes for certain game software characterimage data with user visual image data for predefined character imagedata so as to provide a video game including the user visual image inthe video presentation thereof. As discussed in greater detailhereinafter, the intercept function analyzes the signals to determinewhen it's appropriate to make substitutions of user visual image datafor predefined game character data.

FIG. 3 illustrates a presentation display to logical and physical memorymapping diagram in accordance with the present invention.

In accordance with one aspect of the present invention, the user imagecreation system creates a mappable absolute or virtual link of the userdefined images and sounds and related parameters for integration intoother graphics and game software packages, such as where the userdefined or created visual or audio images or parameters therefor areutilized in the audio-video presentation of the video game as one ormore of the preselected character imagery segment(s) or soundsassociated with the user's play of the game or as a particular characteror other video game or software function in the game (e.g., hero,villain, culprit, etc.) and/or a particular portion and/or perspectiveview of a particular character, such that one or more of the user visualimages and/or sounds is incorporated into the audiovisual presentationof the resulting video game. A virtually mappable link of the userdefined images is game independent so that it can be mapped in arelocatable manner to fit into any address space mapping compatible withthe video game to which it is being linked. In addition, the virtuallymappable link permits adaptation of the user defined image data to anyformatting structure for a particular game. Where a class of games iscreated with a uniform format and mapping, then an absolute mappablelink of the user defined image can be utilized with games.

Most video games are designed with character-based video presentationdisplay such as display 10 on monitor 145, comprised of multiple rows (ato m) of multiple characters (a.sub.o to a.sub.n, to, m.sub.o tom.sub.n) each. (For example, the Sega Genesis utilizes 28 rows of 40characters each, where each character is 8.times.8 pixels.) A predefinedcharacter image is a graphic which is comprised of one or morecharacters which is associated with a video game display function.

For example, a predefined character image may be comprised of displaycharacters a.sub.0 to a.sub.c, b.sub.0 to b.sub.c, and c.sub.0 toc.sub.1, which are associated with a game display function present inthe audiovisual presentation 10. A Game Display Function index table inmemory 20 indexes (addressed by the game display function) to Image DataPacket Index Table memory 30 which contains corresponding informationcomprising the proper memory starting address pointer. Mapping data canrelatively define the image characters or can define the relativeposition of the predefined character image. Memory 20 either within thevideo system 11, can be distributed physically as desired, preferablywithin VGA 110 or Storage Card 130, or both.

FIG. 3 illustrates an alternative correlation and mapping of multipleGame Display Functions (“GDF”), as discussed with reference to Tables IIand III.

When a selected GDF is requested from the Game Card 120 by the VGN140,the AIS110 intercepts the request and accesses the GDF Table 21M. EachGDF number (e.g., GDF #1, GDF #2) has a memory location serving as apointer to an entry address for an associated User Image .IDP in the.IDP Pointer Table 22M (e.g., IDP#1, IDP#2). The Pointer Tables 21M and22M need not be physically or logically contiguous, and can both be inthe same physical memory 20 or can be physically distributed in separatephysical memories.

The .IDP Table 22M entry address is a pointer to the ADDR.O slashed.Oslashed. for the respective User Image .IDP file.

The video game software provides a default set of initialization valuesfor the Table of Pointers by Game Function and in the Table of Pointersto Image Data Packets.

When a storage card containing a user image is present in the video gamesystem, then the video game system updates the video game tables ofpointers, (wherever distributed physically [e.g., utilizing the gamecard memory, the storage card memory, the adapter interface memory orthe video game apparatus memory]), either automatically or by userselection process, to identify and associate user image data with apredefined game character or game display function, providing a pointerto the storage card address where the respective user image and/orparameter data storage begins. In a preferred embodiment, if the storagecard is coupled to the video game system at power-up or on restart, thestorage card loads its set of initialization values into the Tables forGame Display Function Pointer and Image Data Packet Pointer.

A predefined protocol for image data packets (e.g., starting address,size of packet, then number of bytes of image data, number of bytes ofmapping data, scaling factor, etc.) permits variable size images.

User images can be mapped to a unique exclusive address space(reserved), so that the video game system addresses selected active uservisual images for the respective desired game display function.

Alternatively, selected active user images can be mapped to acoincidental address space to supersede (and replace) respective imagedata for respective game display functions, in a manner similar toshadow RAM superseding and replacing its associated ROM address space.

The pointer table memory can be contained within the storage card, videogame apparatus or game cartridge. The game cartridge's having thismemory would add a recurring expense for every user visual image classof game cartridge, whereas the other approaches result in a one-timefixed cost, making them preferable at the present. However, astechnology costs go down, EEPROM (and other) technology for gamecartridge memory may make it desirable to place the pointer table memoryin the game cartridge. Alternatively, image memory can be provided inthe storage card 130, game card 120, or within the video game apparatus140. This image memory is filled such as upon game initialization, witheither the default predefined character images or with the associateduser image.

Where there are multiple planes of graphics utilized in constructing thevideo and audiovisual presentation, such as sprite planes, the uservisual image can be utilized in constructing sprite planes. Sprites arewell known and utilized in the video game field, including in theaforementioned example of the Sega Genesis, and many other video gamesand early home computers. For example, Texas Instruments, Inc. has apart, TMS9918 sprite graphic chip, and there are numerous sprite graphicand plane layered graphic chips available which could be utilized inconjunction with commercially available computing systems ranging frommicroprocessors to computers (personal to large).

In accordance with another aspect of the present invention, the uservisual image is constructed of signal parameter information regardingsynthesizing or modifying either or both of the video or audio signal,which is then utilized to adapt the predefined character image or audiosound track associated with interactive video game display presentationand game play, such that user visual image data can consist of one ormore of video image information, audio information, or signal parameterdata relating to either video or audio or other control of signals ordata, such that the actual integration of the user image into the videogame can affect or be affected by one or more of backgrounds,environment, facial feature combination or modification of predefinedand user visual image data, user voice data, special graphics and audiodata, etc.

It is to be understood that user visual image data is not restricted tovideo data alone, nor to user provided data alone in the sense that theuser can obtain graphics and image data from third party suppliers,including the manufacturer of the particular game cartridge and/or ofthe video game apparatus. However, any person or system can provide thestorage card and couple the storage card to the video game system toeffect the user visual image in video game.

As mentioned elsewhere herein, technology from virtual reality can beintegrated into the present invention very well, in many ways. Forexample, there are three dimensional input apparatus and display andmodeling hardware and software which permit user movement, from handmovement to facial movement, to be accurately tracked and input ascoordinate parameter data in a multidimensional version of a joystick.Furthermore, technologies exist to permit scanned movement and evenphysiologically based input of image data, such as by x-ray, infrared,sonar, audio, ultrasonic, etc. For example, a user of a video game cantotally interact with and control input to the video game vianon-invasive biological signal monitoring ranging from measuring acharacteristic of skin impedance (e.g., resistance capacitance) to brainwave, heartbeat, body temperature, etc. Thus, a user can utilizebiofeedback to control pulse rate to keep energy levels higher in thevideo game. The higher the user's pulse rate, the faster the user burnsenergy and the faster the user must regain energy by earning it orfinding it within the context of the video game rules.

Additionally, inputting user voice data (ranging from predefined spokenwords contained on the user storage card to user voice signal parameterdata for use by a speech synthesizer) for association to user's visualimage data based to interject the user's voice into the video game.Methods of integrating user audio images into the presentation includesimple direct feedback (e.g., when the user pushes a button and fires aweapon, a confirmation report is spoken in the user's voice such as“photon torpedo fired” or “blue squadron launched”), a particularpredefined character image within the video game presentation can, whenspeaking, utilize the voice signal parameter data to model a voicesynthesizer in accordance with the user visual image data voice soundparameter data effect the integration of the user's voice into the audioportion of the presentation associated with the predefined characterimage, etc. Thus, for this example, the predefined character imagespeaks so as to sound like the user. Instead of sounding like the user,the voice signal parameter data can be for any other voice, ormodification of user's or other voice or other sound or a combinationthereof, so as to permit the utilization, of famous (under appropriatelicense), or other voices or sounds in place of the predefined characterdefault voice associated with the video game software contained on thegame card (as the system would operate if no storage card wereinstalled).

FIG. 4A illustrates the block diagram and data logic flow diagram of theIntercept Adapter Interface System compatible for use within the AdapterInterface System of FIGS. 2A and 2B, in accordance with the presentinvention. An intercept controller embodiment of an adapter interfacesystem 110E is coupled to a game cartridge 120, Storage Card (S/C) 130,and a video game apparatus 140. The video game apparatus is coupled toan external display monitor 145 and to user controls 147. The interceptcontroller adapter interface system 110E receives address signals 211and control signals 213 from the video game apparatus 140 andselectively couples these signals to the game cartridge 120 and StorageCard 130 via respective Game Card address and control signals 222 andStorage Card address and control signals 232. The Game Cartridge 120 orStorage Card 130 responds to the respective address and control signalsto provide either game card image data out 224 or Storage Card imagedata out 234 for coupling to the intercept controller adapter interfacesystem 110E which provides a “video game data in” output 214 forcoupling to the video game apparatus 140.

Referring to FIG. 4B, a more detailed block diagram of the interceptcontroller adapter interface system 110 is shown, comprising inputbuffers 211A, 213A, 224A and 234A, which respectively buffer the videogame address signals 211, video game control signals 213, the gamecartridge data out signals 224, and the Storage Card data output signals234, for coupling of the respective signals to the analysis system 260of the intercept controller adapter interface system 110E, whichselectively provides address output 222 to the Game Card 120 and addressoutput 232 to the Storage Card 130 for output respectively, to the gamecartridge 120 or Storage Card 130, responsive to the analysis system 260determination and selection of proper address output. The Storage Cardaddress buffers 232B couple the Storage Card address signals 232 to theStorage Card 130. The Game Card address buffers 222B couple the GameCard address signals 222 to the Game Card 120, as selectively determinedand controlled by the analysis system 260. The Game Card 120, asappropriate, responds by providing predefined character Game Card imagedata output 224 to the Analysis System 260. The Storage Card 130responds, as appropriate, by providing User Image Storage Card dataoutput 234 to the Analysis System 260.

The output buffer 214B selectively couples data as provided by theanalysis system 260 to the video game data in signals 214 to the videogame apparatus, responsive to a determination and analysis by theanalysis system 260 as to whether the Game Card data out signal 224 orthe Storage Card data out signal 234 is the proper signal for couplingto the video game apparatus as the data input Video Game Image input 214coupled to video game apparatus 140.

The analysis system 260, in conjunction with the remainder of theintercept controller adapter interface system 110E, provides forsubstitution of the user's image for the predefined game character imagein a manner transparent to the original video game apparatus and theoriginal game cartridge. Thus, existing video game hardware and gamecartridges can be re-utilized to expand the horizons of possibilities ofmodifications and play of the games. Updates can be provided with newpredefined graphics provided by the manufacturer of the game apparatusand software via a Storage Card. Sets of “canned” user visual and audioimages can be provided by third parties (via the Storage Card).

There are numerous ways to implement the analysis system 260. Forexample, address and/or control and/or data signal analysis, timinganalysis, state analysis, signature analysis, or other transform oranalysis techniques can be utilized to identify when particularpredefined player graphic character segments are being accessed andtransferred to the video game apparatus 140 read-write memory from thegame card 120, and at the appropriate time, instead of accessing theStorage Card 130 and transferring data out 234 from the Storage Card viathe intercept controller 110 for coupling via the video game datasignals in 214 to the video game apparatus 140. The substitution of uservisual images is preferably automatic upon detection of Storage Card 130being installed in the system, but can also be manually activated. Fornewer game cartridges designed with a link feature, the user canactually make selections and set up control when the Storage Card 130 isinstalled, via the user controls 147.

In a preferred embodiment, for each game, it is possible to provide amapped set of addresses associated with image data for predefinedcharacter image segments for that game, and to store those addresses asa table in memory, (preferably within the Storage Card 130 or in memoryin the adapter interface system 110 or in the video game apparatus 140.The look up table function can be provided utilizing ROM, RAM, EPROM,PLA, EEPROM or through discrete logic. The addition of a finite statemachine, microcomputer, or digital signal processor permits the additionof many functions, and can provide intelligent initialization and startup. However, in the simplest mode, where only decode is needed, theprocessor from the video game apparatus 40 can be utilized by theadapter interface system intercept controller 110. Alternatively, aseparate Storage Card could be provided which contained the mapped setfor one or more particular game cartridges, and then a Storage Card 130containing user visual images could be inserted upon prompting via thedisplay monitor 45. Where it is not possible to obtain mapped setaddress information from review of the software listing, or from thegame designer, it is also possible with analysis techniques to determinea signature analysis technique based on the control signals and/or thevideo address signals output from the video game apparatus 40 and/or thegame card data out signals output from the game card 120.

In conjunction with another aspect of the present invention, theintercept controller contains a storage table containing the necessarysignatures needed to perform the signature analysis for address and/ordata flow analysis, state analysis and/or timing analysis or acombination of those and/or other techniques, which are accessed by aninitialization program for the video game apparatus which eitherautomatically identifies or which allows the user to identify, via theuser control 147 and the display monitor 145, which game cartridge gamesoftware package is being utilized. The intercept controller 110 is thenproperly initialized from its stored table of signatures, toappropriately intercept certain predefined character imagery segmentaccess requests by the video game apparatus and to cause thesubstitution of the user images from the Storage Card 130 into the videogame apparatus 140 data so that a video game presentation displayed onmonitor 145 by the video game 140 is responsive to the user controls 147and to the rules and instructions contained in the Game Card 120software cartridge and to the user visual images integrated in from theStorage Card 130. Analysis means 260 recognizes those signatures of theselected certain predefined character images, and provides certainsignals (e.g., address and control signals) to obtain a user visualimage. Obviously, when the Game Card 120 is addressed and accessed, thenthe game cartridge data 224 is coupled via the controller 110 to thevideo game apparatus 40 for use therein, for non-user visual images'associated addresses.

The method in accordance with the present invention of utilizing userimage data in the audiovisual presentation of the video game, is alsoextendible and applicable to any digitized audiovisual presentation. Themethod provides for analysis identification of a predefined imagecharacter within the presentation by analysis of signals associatedtherewith, and association of the predefined image with a user imagesuch that the user image is integrated into the presentation in place ofthe selected predefined image. Thus, the Intercept Adapter InterfaceSystem (“IAIS”) of the present invention is valuable in applicationsthat extend beyond computer based video games to include User Imageintegration into any digitized or computer generated video or animationpresentation. Examples include (1) interactive cartoons at home (e.g.,IAIS is coupled to the home VCR and TV); (2) interactive animations ordigitized video (live or recorded) e.g., such as visitors to Disneylandreceiving a User Image Storage Card at entry. The Storage Card is usedat each exhibition or attraction. As the user goes through the exhibit,he/she inserts his/her card into a connector and thereafter“participates” in the display presentation; (3) a service bureau couldpermit “you” to star in your own movie by integrating in “your UserImage,” and mailing the integrated movie back to “you.”

Referring to FIG. 4C, an intercept adapter interface system 110C, havingsubsystem components (113, 210, 213, 116, and 220) is illustrated,wherein the control circuit 260C provides functional equivalence, tocontrol circuit 260 and additionally controls and coordinates thecapture and formatting of user image data. The interface adapter system110C includes a video subsystem 210 coupled to the video connector 113for receiving analog video input from an external video source. Thevideo subsystem 210 provides for video signal interface, capture,digitization, and formatting as user visual image data responsive to thecontroller 260C, for storage on an external storage medium via thestorage card connector 131. The output from the video subsystem 210 is adigitized video data output 211 converted from the analog video inputreceived from the external video source which is coupled to multiplexer265 which has its output coupled to controller 260. Interface connector213 is coupled to allow direct input of digital video input 212 from anexternal source which is coupled to multiplexer 265 which has its outputcoupled to controller 260. Analog video in and/or digital video in canbe coupled to the subsystem 110C, depending on the desired application.However, for cost efficiency and compatibility with most home users, ananalog video input is probably adequate, and most cost-effective. Theinterface system 110C is also comprised of a serial interface subsystem220 which couples to the serial connector 116 for coupling to externalserial interface such as RS232, RS244, etc. Serial interface 220provides for UART, clocking, buffering, and simple control logic, toprovide a digitized video data output 221 from the serial interface 220,which is coupled to the controller 260C for appropriate formatting andstorage on an external storage medium of user image data.

Controller circuit 260C is coupled to the Storage Card 130 viaconnectors 131IAIS and 131SC and to the user interface 267 is coupled toa user controller 247 providing signals responsive to user activatedinput stimulus.

The controller 260C also provides intercept logic functioning asdiscussed elsewhere herein such that the adapter interface system 110Cadditionally provides the intercept function, whereby the adapterinterface system 110C selectively substitutes user image data forpredefined character image data so as to provide an audiovisualpresentation which includes the image integrated therein. The interceptfunction analyzes the signals to determine when it's appropriate to makesubstitutions of user image data for predefined game character data.

For video game systems, the analysis of the digitized presentation dataand transformation into a user visual image modified presentation mustbe performed in near realtime or realtime, such that the user selectedimage is tracked and the associated user image is substituted thereforor otherwise utilized. If suddenly a large displacement occurs thedisplay of the entire display presentation is scanned to detect theselected image. Small displacements are tracked and predicted byextrapolation and history. For video graphics signal (e.g., movies,animation, etc.), which have been digitized, the analysis andtransformation can be performed in less than realtime (such asprocessing of an animation to include user images in addition to or inplace of preexisting defined characters). If more user images are to beassociatively integrated are provided than normal predefined imagecharacters which can be associated therewith exist, the system iscapable of creating “extras” (in the acting sense) of additionalpredefined character images, associatively linked to one or more normalpredefined images, to permit large numbers of user images to beincorporated into the display presentation of the processed video. Thus,animations, such as cartoons, and even movies, can be user visual imageand/or sound image integrated in accordance with the teachings of thepresent invention, in a manner transparent to the original source of thevideo display presentation.

Technology exists today to do this, although the cost of existingsystems at the present is still expensive relative to the cost of a homevideo game system. However, for amusement parks, arcades, circuses,movie companies, etc., the technology is within the budget of anaffordable and profitable project. It is anticipated that in the nearfuture, the cost of the technology will be greatly reduced down to thecost where a block adapter box can be hooked between the television andthe video source, and in conjunction with a home video game system or apersonal computer, or an adapter interface box controller, the user canprovide user visual image integration into any audiovideo presentation.Broadcast programming and prerecorded programs can be modified, eitherdelayed for processing or processed on the fly as output, to provide anaudiovisual presentation wherein the user image data is integrated andforms a part of the audiovideo presentation, as, or associated with, apredefined character image.

Examples of technology utilized today which is adaptable and hasequivalents available for application to the present invention includethe technology used in colorizing movies and cartoons for the movie filmindustry, and the technology of digital editing suites used by VideoProduction studios and services. Examples of Video Production Studioequipment include those from Grass Valley which makes switchers,Ultamatte, video distribution amplifier and Video Digital Video DiskRecorder, as well as technology for Texture Wrapping by a “Deviation”product by Pinnacle, Inc., in Illinois. Additionally, many currentlyavailable video processing boards (including such boards as those fromthe following U.S. companies: Raster Ops, Intelligent ResourcesIntegrated Systems, Inc. [IRIS], TrueVision, Nutek, GrassValley,Tektronix, Hewlett Packard, IBM, etc.), can be adapted and utilized, ortheir equivalents, to provide the necessary technology to implement thisaspect of the present invention.

The integration of the user created image data into the video gamesystem architecture can be structured in a number of ways. Referring toFIG. 4D, a flow diagram of the intercept function of the adapterinterface system 110E of FIG. 4A is illustrated. In the preferredembodiment illustrated relative to FIG. 4D, the user visual image datais integrated into the video game (Step 905:) upon initialization (e.g.,restart or power-up) (Step 910:), by the video game apparatus 140analyzing the video game software from Game Card 120 which provides akey as to its identity, which is utilized by the video game apparatusprocessor to permit the loading of a mapping table within the adapterinterface system 110 (or Game Card 120 or Storage Card 130) so as topermit direct interception and substitution of predefined characterimages with user visual image addresses with corresponding user visualimages. The game cartridge 120 can also be provided with the capabilityto deselect itself for addresses which have been enabled on the StorageCard 130 for other embodiments. Alternatively, the game image data canbe stored in the video game apparatus 140, and user visual image datacan simply overwrite the corresponding predefined game character datawhich it is to replace. Once (Step 915:) the video game begins, and(Step 920:) the Adapter Interface System 110 analyzes signals from theVGA140 meant to address the game card 120. (Step 930:) A decision ismade as to whether the address request to the Game Card 120 is one ofthose associated with a predefined character image from the MappingTable Data as stored in the memory of AIS110 so as to require asubstitution. Step 940: If a substitution is to be made, then the AIS110accesses the mapping table and outputs a substitute address to thestorage card 130, coordinating complete transfer control of all addressand data transfers needed to substitute the user image data for thepredefined character image data.

(Step 945:) If no substitution is to be made, then the address fromVGA140 associated with the predefined character image is coupled to thegame card 120 from the adapter interface system AIS110.

(Step 950:) After an address is output to the storage card 130 (Step940) or output to the game card 120 (Step 945), the next step (Step 950)is the wait for the next address output from the VGA140 to the game card120 associated with a predefined character image from the mapping tabledata as stored in the memory of AIS110.

(Step 960:) A decision is made by the AIS110 as to whether the nextaddress is one that is associated with the predefined character image tobe associated with the user image. If so, indicated yes in FIG. 4D, theprocess continues by branching back (to Step 920:). If the next addressis not one associated with the predefined character image from themapping table, indicated no, then the process continues by branching toStep 950. Thus, FIG. 4D illustrates a preferred embodiment for themethodology for performing user image integration into the video game'saudiovisual presentation in accordance with the present invention.

In the preferred embodiment, the user visual image data is mapped into aunique physical address space than that used by the video game softwarefrom the Game Card 120 and the system software from VGA140. The uniquepredefined address space is otherwise unused by the video game apparatusor the game cartridge software, such that user visual images can bedirectly addressed by the system. Alternatively, specific designated orfixed address space can be associated with a given Game Display Functionor predefined character image. Then, as part of an initialization, or aselection routine, the video game apparatus 140 can selectively accessthe Storage Card 130 instead of the game cartridge 120 by setting up atable in the video game apparatus RAM which permits it to directlyaddress the storage card 130 memory instead of the game cartridge 120memory, eliminating the need to intercept at all, as to those GameDisplay Functions or predefined character images represented in theTable.

By knowing the mapping of certain predefined game character imagesegments for each respective video game, and combining this with aknowledge of the mapping of the user visual images on the Storage Card130, the intercept controller 110 analysis system 260 directs thesubstitution of user visual image data for predefined game characterimage segments.

In accordance with yet another aspect of the present invention, thevideo game can be made more personal and exciting by utilizing actualvideo imagery created responsive to user inputs at the individual gameapparatus. This aspect of the invention can be utilized in either astand alone video game, or can be utilized in a multi-user game, eitherdistributed or centrally controlled.

Audio presentation can likewise by associatively integrated into theaudiovisual presentation using actual sounds, sound parameters andsynthesis or samplers, etc.

Referring to FIG. 5A, a video game console is shown which can functionas (1) a stand alone video game, (2) an individual user apparatus forcoupling to a multi-user game system as described elsewhere herein, andas taught in U.S. Pat. No. 4,572,509, by the present inventor; and/or(3) a system for the user to create user visual images and to output theuser visual image (“UVI”) data for storage on a removable non-volatilestorage medium, and (4) optionally to demonstrate an attract mode forUVI games using the stored images. The structure, electronically andlogically, of the video game system 300 is shown in FIG. 5A. The videogame system 300 includes a processor 302, memory 303, I/O 304, and videooutput 305 sub-systems, and can be a personal computer (e.g., Macintoshor IBM-PC compatible) based or video game vendor based hardware andsoftware. The video game system 300 has a video image input means, 330(e.g., video camera, VCR, scanner, etc.) which provides the necessaryhardware to input and digitize, process, format, and store a visualimage of the user or an image provided by the user. This mode may beselected either by the switch 340 or by input from the keyboard 350 andpositioning of the video image input means 330 can be controlled viameans of the joy stick 310 with the video image output being displayedon the display screen 340 to provide visual feedback to the user of theindividual game apparatus of the image being digitized. When the desiredimage has been digitized and fed back for display to the user, the usercan provide an input stimulus, either from the keyboard 350 or viaeither of push buttons 320 or via voice recognition, viaspeaker/microphone 360, or via the switch 340, to cause the storage inthe memory of the apparatus 300 of the user visual image data of theuser. Alternatively or additionally, the individual game apparatus 300has the necessary visual recognition processing intelligence toautomatically scan the video image input source 330 (e.g., video camera)across the user and select a video image for storage. The system canalso differentiate the subject from the background. Alternatively, theuser can create images using the video input image means 330 and/or theinputs of the keyboard 350, joy stick 310, switch 340, etc., which canthen be selectively associated with one of a plurality of predeterminedimagery identifier segments, to create an audiovisual display.

The user created visual display, either of the user or of the usercreated visual imagery, can then represent that user or any predefinedcharacter in the video game audiovisual presentation, either for astand-alone game, or for a multi-user video game. Thus, for example, theuser can create his or her own spacecraft, race car, hero, villain,weapon, monster, or other preselected character functions (e.g.,sub-image identifier segments) which can then be incorporated into theoverall video game audiovisual presentation in combination with apredefined set of complimentary audiovisual imagery segments accordingto a predefined set of game rules.

The video image input means 330 can be comprised of one or more ofnumerous commercially available imaging systems. Solid state (e.g.,charge couple device video sensors) or video-tube based camera imagingsystems, or other technology as applicable, can be utilized inaccordance with this aspect of the present invention. Various lens andfocusing arrangements can be utilized, including user controlled, orautomatically controlled positioning, focusing and exposure systems.Zoom, crop, etc. features can be provided for use in conjunction withthe present invention.

Additionally, or alternatively, other means of user image input can beprovided, such as an optional document scanner 380 into which the userfeeds a document (e.g., photograph, etc.) for scanning, digitization andstorage in the manner as described above for the video image input.

A Storage Card interface 380 is adapted for the user to connect to aStorage Card 130 for storage of User Visual Image data (and other dataas appropriate) for removal by the user to later connect to a StorageCard interface on either a video game apparatus 300 or on an adapterinterface system 110.

Referring to FIG. 5B, an alternate embodiment of a user visual imagestorage card creation system is illustrated. As illustrated in FIG. 5B,a booth 400 contains all necessary apparatus and systems to provide userdevelopment and creation and/or modification of user visual images forstorage, and to provide for the storage, compression, formatting etc.,to provide for storage of the user visual images onto the storage cardmedium. The user enters the booth 400 and can pull the curtain 470 toclose behind him or her so that the booth provides a private area withcontrolled lighting and sound environment. Lighting sources 450 provideillumination onto the user for capture by the video camera 430 undercontrol of the control console 405 which can be a custom or semi-customcomputerized system design, or can utilize semi-custom programming andperipherals in conjunction with a personal computer or micro orminicomputer. Examples of personal computers would include the Amigacomputer by Commodore, the Apple Macintosh, etc. The system of FIG. 5Bpreferably includes one or more means of image input as described withreference to FIG. 5A.

Referring to FIG. 6, a flowchart illustrates the process for a servicebureau creation of storage cards from user provided image data, such asVHS video tapes, eight millimeter video tapes, still photographs, floppydisks from computers containing digitized images, floppy disks fromstill cameras, audio inputs, and parameter data for computer generatedvideo and audio, stored on any medium.

The use of a service bureau can extend beyond video games. These storagecards can be used for a lot more than games. They could also be used toincorporate users into new or existing movies, allow users to previewhow they would look in new clothes, be used to see how varioustransformations (aging, etc.) would affect a user, etc. This card couldplug into a variety of devices other than video games, such asteleconferencing and security.

As shown in FIG. 6, (Step 1010:) the user starts (Step 1020:) byproviding the images to the service bureau. This can be done in variousways, such as an in-store program at stores which sell the video gamecards, video game apparatus, systems or related materials. This can alsobe done via a mail-in or a walk-in service, not as part of an existingstore, or via modem link. After the user has provided the images to theservice bureau, different processing steps are utilized depending on theform of input (e.g., analog, digital, video still, video motion, andaudio, etc.). (Step 1030:) A decision is made as to which path is taken.(Step 1040:) For audio, the input is preferably speech which isdigitized and word phrases selected or model parameters extracted. (Step1041:) If word phrases are selected, then (Step 1042;) the processprovides formatting, mapping and storage of the word phrase digitizeddata along with the associated mapping information. Alternatively, (Step1042:) if model parameter data is present, the model parameter data isformatted and mapped for utilization by a sound synthesizer to operatein accordance with the model parameters. (Step 1055:) If the user imagesare still motion, then the process continues to digitize them if notalready digitized. (Step 1052:) If the user images are motion video,then they are first freeze-framed to create a still, and digitized ifnecessary. From there both still and motion video are processedsimilarly, in that (Step 1060:) a decision is made to select poses. Ifyes, (Step 1080:) canned poses are selected, mapping data and formattingis generated, and the image data and mapping data are stored onto thestorage card medium. If no poses are selected (Step 1070:) then theimage data is formatted, mapped, and stored, for use and assignment toparticular game functions other than poses. If model parameter data ispresent, it is formatted and mapped for utilization in presentationgeneration.

It is to be understood that the process illustrated above with referenceto FIG. 6 is exemplary and that many other options and variations arepossible.

Referring to FIG. 7A, one embodiment of an apparatus by which users caninput and store user image data and obtain a removable storage cardmedium containing user images thereon is illustrated. The game card (orcartridge) 120 of FIG. 6A includes both the nonvolatile storage memory122 (such as ROM or EPROM) containing the game software and logic, and awritable nonvolatile memory 123, such as RAM or EEPROM (althoughvolatile memory could be used in those applications not requiring thememory function of memory 123 be maintained when power is removed). Thememories 122 and 123 are coupled to adapter interface controller 124,which is also coupled to the game connector 121. The game cartridgeillustrated in FIG. 7A is compatible with FIGS. 1B, 1C, and 1D.

Referring to FIG. 7B, an alternate game card including the storage cardinterface is illustrated. The game cartridge 120 of FIG. 7B isillustrated as game cartridge of 120F of FIG. 1E. The memories 122 and123 are coupled to adapter interface 125, which is also coupled to thestorage card connector 131 and to the game connector 121. The gamecartridge in FIG. 7B is usable with the systems of FIGS. 1A, 1B and 1E.

It will be appreciated that numerous other configurations of gamecartridges can be provided, including different use of memory, use ofonly a single nonvolatile storage memory without a second memory, theaddition of processing power and/or control logic, etc., as theapplication and cost constraints dictate.

The writable memory 123 of FIGS. 7A and 7B is a variable/optionalcomponent of the game card. When present, the size of the writablememory 123 can be fixed or can vary depending upon the application orscope of applications to which it is expected to function in. The memory123 can also provide additional processor, scratch pad and buffer memoryarea to support additional computational needs of the processor tosupport the analysis and integration process of the present invention.Where an interface adapter unit is present, it can contain writablememory and/or additional special processors, and the memory 123 is notrequired to perform scratch pad memory functions for the processor ifthere is sufficient other memory present. Additionally, in new videogame or other audiovisual presentation systems, or by retrofitting oldgame systems, additional memory can be provided for user imageintegration utilization. The writable memory 123 provides local storagefor the downloading of user image data, either from the storage card viadirect link or via transmission downloading such as via modem, andprovides for the loading and storing of the user image data into thememory 123 for retention in the game card thereafter without requirementof attachment of a storage card thereto. Thus, the user image data isthereafter accessible as a part of the game card subsystem unless anduntil modified.

The use of the writable memory 123 also permits machine specificconsiderations regarding resolution and formatting of the user imagedata including video resolution and video formatting as well as datastructure and image mapping considerations. Additionally, machinespecific considerations regarding views and rendering can be providedfor.

Referring to FIG. 8, a system embodying the present invention isillustrated. A central computer system 510 having a secondary storagemeans 511 such as a disc drive or Storage Card is coupled to a keyboard520 and a display device 521 (such as a cathode ray tube, LCD, LED,etc.). Additionally, the computer system 510 is coupled to a mouse orother input device 530, a light pen 540, a joystick 550, a documentreader 560, and a camera 570. Depending on the particular needs of theuser, the system can comprise less than all of these accessories, butmust have some sort of user input device, such as a keyboard 520, mouse530, light pen 540, joystick with push button 550, document reader 560,camera 570 or some other type of computer data input device such as amodem providing telephonic communication of digital data to the system.

Referring to FIG. 9, the structure of the user defined visual imagevideo game logic is illustrated. The center of the logic structure isthe game rules 600. The game rules 600 interface with the predefinedfunction mapping logic 610 which interfaces with both the predeterminedvideo graphic objects 660 and the user defined videographic objects 670.The game rules utilize the predefined function mapping to access thepredetermined and user defined videographic objects, which objects arethen integrated into the visual display as is described hereafter. Gamerules logic 600 also interfaces to the display logic 630 whichinterfaces to the display interface logic 640 which provides for drivingthe video display. The game rules logic passes the appropriatevideographic objects to the display logic which interfaces to thedisplay interface logic which provides for display of the gameaudiovisual presentation. Additionally, the game rules logic alsointerfaces to the input/output logic 620 which interfaces to theinput/output interface logic 650. The external user input/output devicesfor the video game, such as in joysticks, light pens, keyboards, etc.are coupled to the system via the I/O interface logic 650 whichtranslates these inputs to a form compatible for transfer to theinput/output logic 620 which couples appropriate input/output data tothe game rules logic 600. The game rules logic 600 utilizes the datafrom the input/output logic 620, and from the videographic objects data660 and 670 via the predefined function mapping 610, to provide for adisplay presentation via the display logic 630 and display interface640.

Referring to FIG. 10, the logical interface of the game developmentsystem of the present invention to the video game structuring logic ofthe present invention is illustrated. The game rules logic 600,predefined function mapping logic 610, I/O logic 620, display 630,display interface logic 640, I/O interface logic 650, predeterminedvideographic objects 660, and user defined videographic objects 670, ofFIG. 9 are analogous to the correspondingly numbered items of FIG. 8.Further, in accordance with the present invention, the universal videogame design system interfaces to the user defined videographic objectslogic of the video game logic, providing for downloading of user definedvideographic objects from the user visual image in video game designsystem to the video game logic. The user visual image in video gamedevelopment system logic is comprised of a nucleus of user video objectdevelopment logic 700, which interfaces with user input interface logic715, which interfaces with keyboard interface logic 320, mouse interfacelogic 730, light pen interface logic 340, joystick interface logic 750,document reader interface logic 360, and camera interface logic 730,which each interface to the respective keyboard 520, mouse 530, lightpen 540, joystick 550, document reader 560, and camera 570, of FIG. 1.Additionally, where other input devices are utilized, additionalinterface logic will be provided. The input device thus is coupled intothe universal video game development system via the interface logic 720,730, 740, 750, 760 and/or 770, via the user input interface logic 715,which couples the data to the user video object developer logic 700. Theuser video object developer logic 700 is also interfaced to theuniversal linker logic 710 and therefrom to the link interface logic 775which couples the final user developed video objects to the video gamesystem logic 570. This can be in the form of loading files onto adiskette or hard disk, or a run time loading of data directly into thecomputer memory prior to running of the game program on the game system.The universal linker logic 710 provides the necessary functional mappingto properly map the user developed video objects into the appropriatelocations and file names for the user defined videographic object logic670, such that the video game system will function properly.

The systems described with reference to the figures herein, can all bebuilt from presently available technology as is necessary to implementall functions herein, including, but not limited to (1) the recognitionand/or identification of Predefined Character Images and (2) thereal-time User Image capture and association to the Predefined CharacterImages, and, (3) the integration of the User Image into the audiovisualpresentation.

While there have been described above various embodiments of distributedvideo game systems for the purpose of illustrating the manner in whichthe invention can be used to advantage, it will be appreciated that theinvention is not limited to the disclosed embodiments. Accordingly, anymodifications, variation, or equivalent arrangement within the scope ofthe accompanying claims should be considered to be within the scope ofthe invention.

What is claimed is:
 1. An image integration method comprising: receivingand storing a presentation output comprising predefined image content;storing replacement image content; determining a characteristic of thepredefined image content; in response to receiving the presentationoutput, determining in substantially real time, by a computing deviceand based on the determined characteristic, associations between atleast a portion of replacement image content and at least a portion ofthe stored predefined image content of the presentation output;integrating the portion of the replacement image content into thepresentation output substantially in real time, the integrating: basedat least in part on the determined associations; and replacing theportion of the predefined image content with the replacement imagecontent; and providing a display presentation responsive to theintegrated presentation output.
 2. The image integration method of claim1, further comprising: storing a plurality of selectable images; andreceiving a selection of a selected one of the plurality of selectableimages; wherein the replacement image content is the selected one of theplurality of selectable images.
 3. The image integration method of claim2 wherein receiving a selection of a selected one of the plurality ofselectable images comprises receiving a selection of an image associatedwith an avatar associated with a display presentation of a respectiveuser.
 4. The image integration method of claim 1 wherein storingreplacement image content comprises storing image content representativeof a respective user and wherein the representation of the respectiveuser is one of: an audio sound, a voice sound, a visual video display, adigitized picture of the user, an avatar for the user, a recognizableobject, a user-created sound, a user-created visual image, a third-partyfamous person voice, a third-party famous person visual appearance, astill video image, a graphic image, a photographic image, an imagerepresentative of a recognizable object, an image representative of arecognizable living being, a facial view of a person; a facial view of acharacter; still image visuals; a created vehicle; a spacecraft; a car;a hero; a villain; a monster; a weapon; a preselected characterfunction; recognizable icons; sub-image-identifier segments; athird-party supplied visual image; a third-party supplied audio image;clip-art, a still picture, a recognizable visual image of a thirdperson, a recognizable sound image of a third person, a texture map, arepresentation of a user image, a geometric model, or a motion videoclip.
 5. The image integration method of claim 1 wherein generating adisplay presentation comprises generating a display presentationrepresentative of a networked community of a plurality of usersinteracting in a shared world environment.
 6. The image integrationmethod of claim 1, further comprising: downloading additional imagecontent; and storing, in a table, associations between at least aportion of the additional image content and at least a portion of thereplacement image content, wherein the additional image content appearswithin the display presentation.
 7. The image integration method ofclaim 1 wherein the associations comprise a pointer to the portion ofreplacement image content and a pointer to the portion of the storedpredefined image content.
 8. The image integration method of claim 1wherein the associations comprise a pointer to a game display function.9. A video system comprising: a computing subsystem; storage for storingpredefined image content and variable image content, wherein at leastpart of the predefined image content and variable image content areconfigured to be used in generating a display presentation; a receptioninterface configured to receive a presentation output comprising thepredefined image content; a presentation analyzer configured todetermine a characteristic of the predefined image content and, insubstantially real time based on the determined characteristic,determine associations between at least a portion of variable imagecontent and at least a portion of the predefined image content; andimage integration logic for integrating the portion of the variableimage content into the presentation output substantially in real time,the integrating: based at least in part on the determined associations;and replacing the portion of the predefined image content with theportion of the variable image content; and wherein the computingsubsystem generates the display presentation comprised of the portion ofthe variable image integrated with the presentation output.
 10. Thevideo system of claim 9, further comprising: a communications interfaceconfigured to download additional content to be used to replace at leastpart of the predefined image content.
 11. The video system of claim 9wherein the variable image content is associated with generating adisplay presentation representative of at least one of: an audio sound,a voice sound, a visual video display, a digitized picture of the user,a recognizable object, a user-created sound, a user-created visualimage, a third-party famous person voice, a third-party famous personvisual appearance, an avatar associated with a display presentation of arespective user, a facial view of a person; a facial view of acharacter; still image visuals; a created vehicle; a spacecraft; a car;a hero; a villain; a monster; a weapon; a pre-selected characterfunction; recognizable icons; sub-image-identifier segments; athird-party supplied visual image; a third-party supplied audio image;clip-art; a still picture; a recognizable visual image of a thirdperson; a recognizable sound of a third person; a texture map; arepresentation of a user image; a geometric model; a geometric mesh; amotion video clip; a keyframe; morphing coordinate points; geometricconstraint information; colorimetric information; or substitute gamecharacter images.
 12. A system, having a processor, for generating adisplay presentation, the system comprising: a storage memory configuredto receive and store primary image data; an analyzer configured todetermine a characteristic of the primary image data; a writable memoryconfigured to locally store replacement image data; and a comparatorconfigured to, in response to receiving the primary image data and insubstantially real time, determine a mapping of at least a portion ofthe replacement image data to at least a portion of the primary imagedata based on the determined characteristic; wherein an applicationsoftware program is configured to provide audiovisual data for use ingeneration of the display presentation, by replacing the portion of theprimary image data with the portion of the replacement image data; andwherein the replacement portion of the replacement image data issubstantially in real time and based at least in part on the mapping ofthe portion of the replacement image data to the portion of the primaryimage data.
 13. The system of claim 12, further comprising: a componentconfigured to download at least a part of the replacement image data andstore the downloaded at least a part of the replacement image data inthe writable memory.
 14. The system of claim 12 wherein the replacementimage data is comprised of a plurality of data packets, each having anassociated mappable link; wherein each of the data packets is for aseparate recognizable presentation and comprises at least one of anaudio portion of the display presentation, a visual portion of thedisplay presentation, or an audiovisual portion of the displaypresentation; the system further comprising: an input apparatusconfigured to provide a selection of a selected one of the data packetsand its associated mappable link for image integration, wherein at leastsome of the replacement image data comprises the selected one of thedata packets; and wherein the application software program is configuredto replace the portion of the primary image data with the portion of thereplacement image data by replacing primary image data with data from atleast one of the selected one of the data packets.
 15. The system ofclaim 12, further comprising: at least one of a video game system, acomputer video amusement system, a video game development system, amovie development system, a movie presentation system, a personalcomputing system, a portable video-game system, a part of an on-linegaming network, a part of an on-line virtual community, or a part of anon-line interactive learning network.
 16. A video game systemcomprising: a computing subsystem comprising a processor, an inputapparatus providing a user input, a display apparatus, and storagememory comprised of a first memory portion and a second memory portion,wherein the first memory portion is configured to store an applicationsoftware program providing game rules logic, and wherein the secondmemory portion is configured to store presentation image data, whereinthe display apparatus is configured to provide a display presentation ofa video game responsive to the application software program, thepresentation image data, and the user input, wherein, a mapping isdetermined in substantially real time and in response to receiving theprimary image data, wherein: the mapping is of a first portion of thepresentation image data to a second portion of the presentation imagedata, the mapping is based on a determined characteristic of the firstportion of the presentation image data; and the mapping results inreplacing the first portion of the presentation image data with thesecond portion of the presentation image data; wherein the game ruleslogic is configured to select portions of the presentation image data toselectively utilize in generating the display presentation substantiallyin real time wherein the display presentation contains the secondportion of the presentation image data.
 17. The video game system ofclaim 16, wherein the game rules logic is configured to providepredefined function mapping logic, wherein the presentation image datais comprised of predefined image data and replaceable predefined imagedata, and wherein the processor is configured to selectively provideintegration of portions of the predefined image data and portions of thereplaceable predefined image data, in the generation of the displaypresentation, responsive to the predefined function mapping logic. 18.The video game system of claim 16, wherein the first portion of thepresentation image data or the second portion of the presentation imagedata are representative of at least one of: an audio sound, a voicesound, a visual video display, a digitized picture of the user, arecognizable object, a user-created sound, a user-created visual image,a third-party famous person voice, a third-party famous person visualappearance, an avatar associated with a display presentation of arespective user, a facial view of a person; a facial view of acharacter; still image visuals; a created vehicle; a spacecraft; a car;a hero; a villain; a monster; a weapon; a preselected characterfunction; recognizable icons; sub-image-identifier segments; athird-party supplied visual image; a third-party supplied audio image;clip-art; a still picture; a recognizable visual image of a thirdperson; a recognizable sound of a third person; a texture map; arepresentation of a user image; a geometric model; a geometric mesh; amotion video clip; a keyframe; morphing coordinate points; geometricconstraint information; colorimetric information; or substitute gamecharacter images.
 19. The video game system of claim 16, wherein thesecond portion of the presentation image data comprises user-definedvideo graphic objects.
 20. The video game system of claim 19 wherein thepredefined function mapping logic is configured to provide mapping andlinking of user-defined video graphic objects to provide integration ofthe user-defined video graphic objects to create the presentation imagedata.
 21. The video game system of claim 16, further comprising: acommunications interface configured to download additional content,wherein the application software program is configured to integrate atleast a portion of the additional content with at least a portion ofpredefined image content to create the second portion of thepresentation image data.
 22. The video game system of claim 21, whereinthe additional content is configured to be utilized for generating adisplay presentation representative of at least one of: an audio sound,a voice sound, a visual video display, a digitized picture of the user,a recognizable object, a user-created sound, a user-created visualimage, a third-party famous person voice, a third-party famous personvisual appearance, an avatar associated with a display presentation of arespective user, a facial view of a person; a facial view of acharacter; still image visuals; a created vehicle; a spacecraft; a car;a hero; a villain; a monster; a weapon; a preselected characterfunction; recognizable icons; sub-image-identifier segments; athird-party supplied visual image; a third-party supplied audio image;clip-art; a still picture; a recognizable visual image of a thirdperson; a recognizable sound of a third person; a texture map; arepresentation of a user image; a geometric model; a geometric mesh; amotion video clip; a keyframe; morphing coordinate points; geometricconstraint information; colorimetric information; or substitute gamecharacter images.